Zehuan Huang

dblp:364/2132 · DBLP profile ↗
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15ranked-venue papers
4as first author
15since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 14 · 4 first-author · 14 since 2021Artificial intelligence and machine learning · 7 · 3 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 VoxHammer: Training-Free Precise and Coherent 3D Editing in Native 3D Space
abstract
3D local editing of specified regions is crucial for the game industry and robot interaction. Recent methods typically edit rendered multi-view images and then reconstruct 3D models, but they face challenges in precisely preserving unedited regions and overall coherence. Inspired by structured 3D generative models, we propose VoxHammer, a novel training-free approach that performs precise and coherent editing in 3D latent space. Given a 3D model, VoxHammer first predicts its inversion trajectory and obtains its inverted latents and key-value tokens at each timestep. Subsequently, in the denoising and editing phase, we replace the denoising features of preserved regions with the corresponding inverted latents and cached key-value tokens. By retaining these contextual features, this approach ensures consistent reconstruction of preserved areas and coherent integration of edited parts. To evaluate the consistency of preserved regions, we constructed Edit3D-Bench, a human-annotated dataset comprising hundreds of samples, each with carefully labeled 3D editing regions. Experiments demonstrate that VoxHammer significantly outperforms existing methods in terms of both 3D consistency of preserved regions and overall quality. Our method holds promise for synthesizing high-quality edited paired data, thereby laying the data foundation for in-context 3D generation.
Zehuan Huang, Gengxiong Zhuang, Chunchao Guo, Lu Sheng
3DV2
2026 Personalize Anything for Free with Diffusion Transformer
abstract
Personalized image generation aims to produce images of user-specified concepts while enabling flexible editing. Recent training-free approaches, while exhibiting higher computational efficiency than training-based methods, struggle with identity preservation, applicability, and compatibility with diffusion transformers (DiTs). In this paper, we uncover the untapped potential of DiT, where simply replacing denoising tokens with those of a reference subject achieves zero-shot subject reconstruction. This simple yet effective feature injection technique unlocks diverse scenarios, from personalization to image editing. Building upon this observation, we propose Personalize Anything, a training-free framework that achieves personalized image generation in DiT through:1) timestep-adaptive token replacement that enforces subject consistency via early-stage injection and enhances flexibility through late-stage regularization, and 2) patch perturbation strategies to boost structural diversity. Our method seamlessly supports layout-guided generation, multi-subject personalization, and mask-controlled editing. Evaluations demonstrate that our method, without requiring any training, achieves state-of-the-art performance in identity preservation and versatility. Our work establishes new insights into DiTs while delivering a practical paradigm for efficient personalization.
Zehuan Huang, Lu Sheng
AAAI2
2026 InterMoE: Individual-Specific 3D Human Interaction Generation via Dynamic Temporal-Selective MoE
abstract
Generating high-quality human interactions holds significant value for applications like virtual reality and robotics. However, existing methods often fail to preserve unique individual characteristics or fully adhere to textual descriptions. To address these challenges, we introduce InterMoE, a novel framework built on a Dynamic Temporal-Selective Mixture of Experts. The core of InterMoE is a routing mechanism that synergistically uses both high-level text semantics and low-level motion context to dispatch temporal motion features to specialized experts. This allows experts to dynamically determine the selection capacity and focus on critical temporal features, thereby preserving specific individual characteristic identities while ensuring high semantic fidelity. Extensive experiments show that InterMoE achieves state-of-the-art performance in individual-specific high-fidelity 3D human interaction generation, reducing FID scores by 9% on the InterHuman dataset and 22% on InterX.
Lipeng Wang 0005, Hongxing Fan, Haohua Chen, Zehuan Huang, Lu Sheng
AAAI4
2026 3D asset generation: a survey of evolution towards autoregressive and agent-driven paradigms
Hongxing Fan, Haohua Chen, Zehuan Huang, Ziwei Liu 0002, Lu Sheng
Frontiers Comput. Sci.3
2026 SegviGen: Repurposing 3D Generative Model for Part Segmentation
abstract
We introduce SegviGen , a framework that repurposes native 3D generative models for 3D part segmentation. Existing pipelines either lift strong 2D priors into 3D via distillation or multi-view mask aggregation, often suffering from cross-view inconsistency and blurred boundaries, or explore native 3D discriminative segmentation, which typically requires large-scale annotated 3D data and substantial training resources. In contrast, SegviGen leverages the structured priors encoded in pretrained 3D generative model to induce segmentation through distinctive part colorization, establishing a novel and efficient framework for part segmentation. Specifically, SegviGen encodes an input 3D asset and predicts part-indicative colors on active voxels of a geometry-aligned reconstruction. It supports interactive part segmentation, full segmentation, and full segmentation with 2D guidance in a unified framework. Extensive experiments show that SegviGen improves over the prior state of the art by 40% on interactive part segmentation and by 15% on full segmentation, while using only 0.32% of the training data. This undoubtedly demonstrates that pretrained 3D generative priors transfer effectively to 3D part segmentation, enabling strong performance with limited supervision. Code and pretrained weights are publicly available at https://github.com/Nelipot-Lee/SegviGen.
Zehuan Huang, Haohua Chen, Wenbo Nie, Shaohua Hou, Keqing Fan, Buyu Li, Lu Sheng
ACM Trans. Graph.3
2025 MIDI: Multi-Instance Diffusion for Single Image to 3D Scene Generation
abstract
This paper introduces MIDI, a novel paradigm for compositional 3D scene generation from a single image. Unlike existing methods that rely on reconstruction or retrieval techniques or recent approaches that employ multi-stage object-by-object generation, MIDI extends pre-trained image-to-3D object generation models to multi-instance diffusion models, enabling the simultaneous generation of multiple 3D instances with accurate spatial relationships and high generalizability. At its core, MIDI incorporates a novel multi-instance attention mechanism, that effectively captures inter-object interactions and spatial coherence directly within the generation process, without the need for complex multi-step processes. The method utilizes partial object images and global scene context as inputs, directly modeling object completion during 3D generation. During training, we effectively supervise the interactions between 3D instances using a limited amount of scene-level data, while incorporating single-object data for regularization, thereby maintaining the pre-trained generalization ability. MIDI demonstrates state-of-the-art performance in image-to-scene generation, validated through evaluations on synthetic data, real-world scene data, and stylized scene images generated by text-to-image diffusion models.
Zehuan Huang, Xingqiao An, Yunhan Yang, Yangguang Li 0001, Zixin Zou, Ding Liang, Xihui Liu, Yan-Pei Cao 0001, Lu Sheng
CVPR1
2025 Ouroboros3D: Image-to-3D Generation via 3D-aware Recursive Diffusion
abstract
Existing image-to-3D creation methods typically split the task into two stages: multi-view image generation and 3D reconstruction, leading to two main limitations: (1) In multi-view generation stage, the multi-view generated images present a challenge to preserving 3D consistency; (2) In the 3D reconstruction stage, a domain gap exists between the real training data and the images generated during the inference process. To address these issues, we propose Ouroboros3D, an end-to-end trainable framework that integrates multi-view generation and 3D reconstruction into a recursive diffusion process through feedback mechanism. Our framework operates through iterative cycles where each cycle consists of a feedback denoising process and a reconstruction step. By incorporating a 3D-aware feedback mechanism, our multi-view generative model leverages the explicit 3D geometric information (e.g. texture, position) from the feedback of reconstruction results of the previous process as conditions, thus modeling consistency at the 3D geometric level. Furthermore, through joint training of both the multi-view generative and reconstruction models, we alleviate reconstruction stage domain gap and enable mutual enhancement within the recursive process. Experimental results demonstrate that Ouroboros3D outperforms methods that treat these stages separately and those that combine them only during inference, achieving superior multi-view consistency and producing 3D models with higher geometric realism. Please see the project page at https://costwen.github.io/Ouroboros3D/
Zehuan Huang, Yaohui Wang 0001, Lu Sheng
CVPR2
2025 Mv-Adapter: Multi-View Consistent Image Generation Made Easy
abstract
Existing multi-view image generation methods often make invasive modifications to pre-trained text-to-image (T2I) models and require full fine-tuning, leading to (1) high computational costs, especially with large base models and high-resolution images, and (2) degradation in image quality due to optimization difficulties and scarce high-quality 3D data. In this paper, we propose the first adapter-based solution for multi-view image generation, and introduce MV-Adapter, a versatile plug-and-play adapter that enhances T2I models and their derivatives without altering the original network structure or feature space. By updating fewer parameters, MV-Adapter enables efficient training and preserves the prior knowledge embedded in pre-trained models, mitigating overfitting risks. To efficiently model the 3D geometric knowledge within the adapter, we introduce innovative designs that include duplicated self-attention layers and parallel attention architecture, enabling the adapter to inherit the powerful priors of the pre-trained models to model the novel 3D knowledge. Moreover, we present a unified condition encoder that seamlessly integrates camera parameters and geometric information, facilitating applications such as text- and image-based 3D generation and texturing. MV-Adapter achieves multi-view generation at 768 resolution on Stable Diffusion XL (SDXL), and demonstrates adaptability and versatility. It can also be extended to arbitrary view generation, enabling broader applications. We demonstrate that MV-Adapter sets a new quality standard for multi-view image generation, and opens up new possibilities due to its efficiency, adaptability and versatility.
Zehuan Huang, Ran Yi 0002, Lizhuang Ma, Yan-Pei Cao 0001, Lu Sheng
ICCV1
2025 Multi-Agent Amodal Completion: Direct Synthesis with Fine-Grained Semantic Guidance
abstract
Amodal completion, generating invisible parts of occluded objects, is vital for applications like image editing and AR. Prior methods face challenges with data needs, generalization, or error accumulation in progressive pipelines. We propose a Collaborative Multi-Agent Reasoning Framework based on upfront collaborative reasoning to overcome these issues. Our framework uses multiple agents to collaboratively analyze occlusion relationships and determine necessary boundary expansion, yielding a precise mask for inpainting. Concurrently, an agent generates fine-grained textual descriptions, enabling Fine-Grained Semantic Guidance. This ensures accurate object synthesis and prevents the regeneration of occluders or other unwanted elements, especially within large inpainting areas. Furthermore, our method directly produces layered RGBA outputs guided by visible masks and attention maps from a Diffusion Transformer, eliminating extra segmentation. Extensive evaluations demonstrate our framework achieves state-of-the-art visual quality.
Hongxing Fan, Lipeng Wang 0005, Haohua Chen, Zehuan Huang, Jiangtao Wu, Lu Sheng
ACM Multimedia4
2025 Absolute Story: Visual Storytelling with Consistent Subject and Style
Lipeng Wang 0005, Hongxing Fan, Zehuan Huang, Lu Sheng
PRCV (5)3
2025 AnimaX: Animating the Inanimate in 3D with Joint Video-Pose Diffusion Models
abstract
We present AnimaX, a feed-forward 3D animation framework that bridges the motion priors of video diffusion models with the controllable structure of skeleton-based animation. Traditional motion synthesis methods are either restricted to fixed skeletal topologies or require costly optimization in high-dimensional deformation spaces. In contrast, AnimaX effectively transfers video-based motion knowledge to the 3D domain, supporting diverse articulated meshes with arbitrary skeletons. Our method represents 3D motion as multi-view, multi-frame 2D pose maps, and enables joint video-pose diffusion conditioned on template renderings and a textual motion prompt. We introduce shared positional encodings and modality-aware embeddings to ensure spatial-temporal alignment between video and pose sequences, effectively transferring video priors to motion generation task. The resulting multi-view pose sequences are triangulated into 3D joint positions and converted into mesh animation via inverse kinematics. Trained on a newly curated dataset of 160,000 rigged sequences, AnimaX achieves state-of-the-art results on VBench in generalization, motion fidelity, and efficiency, offering a scalable solution for category-agnostic 3D animation.
Zehuan Huang, Yang-Tian Sun, Yan-Pei Cao 0001, Lu Sheng
SIGGRAPH Asia1
2025 Parts2Whole: Generalizable Multi-Part Portrait Customization
abstract
Multi-part portrait customization aims to generate realistic human images by assembling specified body parts from multiple reference images, with significant applications in digital human creation. Existing customization methods typically follow two approaches: 1) test-time fine-tuning, which learn concepts effectively but is time-consuming and struggles with multi-part composition; 2) generalizable feed-forward methods, which offer efficiency but lack fine control over appearance specifics. To address these limitations, we present Parts2Whole, a diffusion-based generalizable portrait generator that harmoniously integrates multiple reference parts into high-fidelity human images by our proposed multi-reference mechanism. To adequately characterize each part, we propose a detail-aware appearance encoder, which is initialized and inherits powerful image priors from the pre-trained denoising U-Net, enabling the encoding of detailed information from reference images. The extracted features are incorporated into the denoising U-Net by a shared self-attention mechanism, enhanced by mask information for precise part selection. Additionally, we integrate pose map conditioning to control the target posture of generated portraits, facilitating more flexible customization. Extensive experiments demonstrate the superiority of our approach over existing methods and applicability to related tasks like pose transfer and pose-guided human image generation, showcasing its versatile conditioning. Our project is available at https://huanngzh.github.io/Parts2Whole/.
Hongxing Fan, Zehuan Huang, Lipeng Wang 0005, Haohua Chen, Li Yin 0006, Lu Sheng
IEEE Trans. Image Process.2
2024 EpiDiff: Enhancing Multi-View Synthesis via Localized Epipolar-Constrained Diffusion
abstract
Generating multiview images from a single view facilitates the rapid generation of a 3D mesh conditioned on a single image. Recent methods [31] that introduce 3D global representation into diffusion models have shown the potential to generate consistent multiviews, but they have reduced generation speed and face challenges in maintaining generalizability and quality. To address this issue, we propose EpiDiff, a localized interactive multiview diffusion model. At the core of the proposed approach is to insert a lightweight epipolar attention block into the frozen diffusion model, leveraging epipolar constraints to enable cross-view interaction among feature maps of neighboring views. The newly initialized 3D modeling module preserves the original feature distribution of the diffusion model, exhibiting compatibility with a variety of base diffusion models. Experiments show that EpiDiff generates 16 multiview images in just 12 seconds, and it surpasses previous methods in quality evaluation metrics, including PSNR, SSIM and LPIPS. Additionally, EpiDiff can generate a more diverse distribution of views, improving the reconstruction quality from generated multiviews. Please see the project page at huanngzh.github.io/EpiDiff/.
Zehuan Huang, Junting Dong, Yaohui Wang 0001, Yangguang Li 0001, Yan-Pei Cao 0001, Ding Liang, Yu Qiao 0001, Bo Dai 0002, Lu Sheng
CVPR1
2024 TELA: Text to Layer-Wise 3D Clothed Human Generation
Junting Dong, Zehuan Huang, Xudong Xu, Jingbo Wang 0003, Sida Peng, Bo Dai 0002
ECCV (25)3
2021 Write-An-Animation: High-level Text-based Animation Editing with Character-Scene Interaction
abstract
Abstract 3D animation production for storytelling requires essential manual processes of virtual scene composition, character creation, and motion editing, etc. Although professional artists can favorably create 3D animations using software, it remains a complex and challenging task for novice users to handle and learn such tools for content creation. In this paper, we present Write‐An‐Animation, a 3D animation system that allows novice users to create, edit, preview, and render animations, all through text editing. Based on the input texts describing virtual scenes and human motions in natural languages, our system first parses the texts as semantic scene graphs, then retrieves 3D object models for virtual scene composition and motion clips for character animation. Character motion is synthesized with the combination of generative locomotions using neural state machine as well as template action motions retrieved from the dataset. Moreover, to make the virtual scene layout compatible with character motion, we propose an iterative scene layout and character motion optimization algorithm that jointly considers character‐object collision and interaction. We demonstrate the effectiveness of our system with customized texts and public film scripts. Experimental results indicate that our system can generate satisfactory animations from texts.
Jia-Qi Zhang, Zhi-Meng Shen, Zehuan Huang, Yan-Pei Cao 0001, Pengfei Wan 0001, Miao Wang 0004
Comput. Graph. Forum4